I'd like to hear anyone's opinions and experiences with this game,
and of course any tips for playing strategies.
It's based on dirt-bike motocross racing, sort of Banzai Run without
the Baby PacMan extra pintable in the head :-)
Instead, it has a 3-D playfield with all sorts of banked ramps
including one that feeds the ball right up under your left nostril,
with a 5th flipper in the front left corner to knock the ball over to
the right front corner for extra points. I mean right up against
the lockdown bar -- you need trifocals to play this one!
It's a bi-level game (like Black Knight & family), plus the extra side ramps
and brodie slopes and such. I used to do it in the dirt (till I gave it
up for windsurfing) and I can tell whoever designed this game either
rode dirt or consulted with someone who did.
This game always starts off with 3-ball multiball. You plunger up
three balls, which come to rest against a starting gate at the upper right,
accompanied by revving 2-stroke engine sounds, every decibel as obnoxious
as the real thing -- excellent sampled sound by Bally.
After you shoot the 3rd ball, a red-yellow-green countdown starting
light sequence occurs, and you punch an extra flipper button to drop
the gate and release all three balls. The sooner you hit this after
the green light, the more bonus points you get -- if you jump the gun,
the alphanumerics show "TOO EARLY" and you get zip.
Nice carryover from real racing.
Purists may frown at freebie multiball every time, but you often wish
you had only one "rider" to contend with, as you try to do something useful
with all 3 at once. Reflexes and timing required make HIGH SPEED
feel like a '50s woodrail. Well, maybe not quite...
Meanwhile there's this country-western banjo tune
going on, and spoken "whoo-hah" every time you pull off a good shot.
Doesn't seem to be much *helpful* speech directions, like "He's
going after yellow-belly" or "Now shoot the 3-Ball."
I played the game a while before the guy said I could have it for what
turned out to be $300! Its only problem seems to be losing track of its
balls sometimes and putting up a 4th ball normally reserved for when
you lock some balls in various saucers (yes, it has "honest" multiball
as well). Then you end up with two in the plunger on the next go-round,
which takes some fancy timing to knock one up into the starting gate.
Also the sound cut out on me during one game, but resumed on the next game.
Others have recently complained about this in other pins -- probably
have to jiggle some connectors.
This will be my first S-S Bally (won't pick it up for a couple weeks),
and my most modern machine, being dated 1988. Was this just before
Williams bought out Bally's pin division? Any comments?
--
"Starbase, this is 1702: Suspect exceeded speed-o'-light, over!"
"OK buddy -- slow to impulse!"
knu...@ihlpl.att.com
I had a BLACKWATER 100 about three years ago. It may one day be collectable as
it was indeed Bally's last release before the big buyout. Escape from the Lost
World preceeded it and Bally/Williams' Truck Stop followed it which was a
hibrid of Bally and Williams components.
Anyway, it sounds like you got a good deal. However, I bought mine in 1989
when it was barely a year old for $650. I shopped it out, didn't play it at
all, let it sit in my livingroom for a month and took it to a distributer and
got $1200 trade in for it (one of my more lucritive deals ;^) on a new pin.
It's all a matter of personal taste, but the playfield is far too clunky for
me and I detest banjo music. For the record, Bally almost couldn't give those
away. I was at the Reno game exposition in February of 1988 when DE was
showing Secret Service, Williams was showing Cyclone and Bally was showing
BW100. The Secret Services were getting the most play (perhaps the beauties in
the gold mini-skirts and gnarly CFM pumps had something to do with it that
were walking around the machines giving out free Secret Service toy cars),
Cyclones were also getting heavy play and a long row of BW100's stood
hauntingly alone with an occasional tumbleweed blowing by and crickets in the
background (you get the picture :^).
I did think the captive ball saucers were innovative in that they rev up,
while halfway kicking the ball out and then release it when the engine gets
going. Other then that...
Just my $.02,
Jerry (Mr. Pinball) Carathers
--
Internet: jer...@tekig7.MAP.TEK.COM
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> Anyway, it sounds like you got a good deal. However, I bought mine in 1989
> when it was barely a year old for $650. I shopped it out, didn't play it at
Did I say I'm paying $300? That's less than I've been paying for ho-hum
EM pins lately.
> all, let it sit in my livingroom for a month and took it to a distributer and
> got $1200 trade in for it (one of my more lucritive deals ;^) on a new pin.
Nice. But since I'm getting BW100 from my local pin shop, I doubt he'll
go for this in the foreseeable future!
> It's all a matter of personal taste, but the playfield is far too clunky for
I'll accept your opinion, but what does "clunky" mean? That the two playfield
levels are crowded, and you can't get those long sweeping shots that make
Williams pins feel so good (like consecutive loops on High Speed)?
Or that balls keep bumping into everything (related to the above)?
I'd heard "clunky" to describe early SS Stern and Bally games,
where the slingshots and pop bumpers always complete a full stroke
and hit against the metal/wood stops, making a very noisy game with
the glass off. Also known as "ker-chunky."
While we're here, what does "loose" mean when referring to a machine's
play feel? I've seen it used to describe pre-Stern Chicago Coin games.
(No, you didn't use it about BW100).
> BW100. The Secret Services were getting the most play (perhaps the beauties in
> the gold mini-skirts and gnarly CFM pumps had something to do with it that
> were walking around the machines giving out free Secret Service toy cars),
And we thought "sexism" was just paint on the glass and playfield....
But seems that one Williams logo could equal the bimbos at that show!
> I did think the captive ball saucers were innovative in that they rev up,
> while halfway kicking the ball out and then release it when the engine gets
> going. Other then that...
Thanks, I hadn't noticed that feature yet. Sounds like an analog
current driver in the kicker solenoid circuit -- something else
to go wrong :-) Should be fun to watch.
What I like best is the two honest levels (a la Black Knight) plus
all the extra sky-alleys around the edges, and the 3-D model RR style
scenery. Wonder what maintenance will be like, compared to Pharoah
and High Speed?
Anyone got a set of rules for the beast? Hope I get a manual!
I'll put my strategies at the end, in case they're spoliers.
Opinions - fair enough, but keep in mind they are only opinions...
This seems to be an either you like it or you hate it game. I agree
with Jerry (no surpise there) it's "clunky". To me, it's the flippers.
They feel slow and heavy, but powerfull. I don't really consider it
pinball, but that's not bad. On the plus side, with no bumpers and
few kicking rubbers (like 2, which you can turn off even), the ball is
going to go where you send it. It's a nice companion piece to ORBITOR I,
and it's been a favorite when I have people over. Again, that banjo music,
you'll either love it or hate it - Michael, you might like the tilt warning
as you appear to be into sound.
>and spoken "whoo-hah" every time you pull off a good shot.
Actually, I think there are 2 whoo-hahs, but it's only when you go up
a ramp.
>Its only problem seems to be losing track of its
>balls sometimes and putting up a 4th ball normally reserved for when
>you lock some balls in various saucers (yes, it has "honest" multiball
>as well). Then you end up with two in the plunger on the next go-round,
>which takes some fancy timing to knock one up into the starting gate.
As far as I'm concerned, that is in the area of it's number 1 problem, and it
could be a lot of things. Unfortunately, it's not very smart recovering when
balls get out of sync, and you'll almost always have to re-boot it to get
it back. It should always wait for 3 balls in the start gate.
First off, I believe the 4th ball is just a
place holder; you should never see it in play. I would disagree, there is
no "honest" multiball on it. The saucers HOLD, but will not put another
ball into play. So, (in no particular order) trouble point one is upper
right. The gate catch and lift will bend, so the gate doesn't raise and
lower correctly. The wire it rolls under seems to control firing the next ball
into the shooter lane - that has to be perfect. NO bounces, can't miss.
Next area is lower right. There are connectors that you can't let interfere
with the fast line switch, I keep mine both below the board. The problem there
is stress on the optics board. It's a wierd set up. the first ball in the
trough seems to have no sensor. The next is ball trough 1, through the
4th ball being switch 3. If the relatively fragile leads disconnect, you'll
get very wierd play, or ball missing at startup. The manual (an EXCELLENT
one by the way - you'll like the vectors of page 4-8) describes all this
better than I just did on 9-9. :-) The last critical area
is the outhole switch. On mine, the wire really isn't very well connected
to the switch assembly, just sort of stuck between the leaves. It also
got bent. Apparently, when raising or lowering the playfield, the outhole
is a good place to grab(not), or if you manage to set it on the palm bar, it can
really go out of whack. Anyway, outhole switch has to be perfect, also.
As a sidelight, they do a relatively unique way of programming the game, using
the flipper buttons. But guess what, that depends on the game being able to
READ the flipper buttons... :-). If you game ever won't start, and self test
says game status and you can't get any farther, check for 2 red/yellow wires
on the start switch. I didn't get schematics with my game, but it's either
a strobe or return needed to read the start and flipper buttons, and one
mine that was the first wire to jump loose.
You don't want the fast line to close by itself or get hit by wires and
close, but they have warnings all over the place for that.
>Also the sound cut out on me during one game, but resumed on the next game.
>Others have recently complained about this in other pins -- probably
>have to jiggle some connectors.
Sound seems to drop out when it is displaying which rider is up, mine has
never cut out a whole game (without a sound board re-set)
>This will be my first S-S Bally (won't pick it up for a couple weeks),
>and my most modern machine, being dated 1988. Was this just before
>Williams bought out Bally's pin division? Any comments?
The manual (no. 0365-00H07-1001 for game 0H07) is dated March, 1988.
The roms I have were date 6 Apr 88, and Bally was sold early July.
You might be impressed - this game will TELL the operator when to adjust
the outlane posts when HELP - READ ME - HELP comes up. SO for all the
discussion about ruthless outlines, this GAME will chip in ITs' 2 cents. :-)
It DOES have a register for times multiball, it's not documented as far as
I can tell. Also, I don't believe you can get the match routine if you
set it on free play - which reminds me, it has a free play option.
I like the lights shining up through the backbox top, I like that you can
"adjust" which feature you really want to hit, and if you get that feature
when it's flashing you get more points, I like the warning it gives on the
holes when it's about to kickout, though as far as I know it's just
lights/sound then kick. It's also neat in that if you are 2 ball
play and have a ball locked, hitting in the other hole releases the locked
ball.
The Chicago Connection rated this game a "4", about the lowest I've ever
seen, except that same month he gave TX-SECTOR a "3", so maybe he was
just having a bad day :-), anyway, Jerry is correct from what I've seen,
this game has a terrible reputation, and people could hardly give them
away (Jerry's 1200 being the only 4 digit price I've EVER seen for this
game, usually it'll cost more to ship it than buy it :-) ) Still, I like
it, if you did dirt, you'll probably really like it. I never though of
it as theme companion to BANZAI RUN before, but there's "DILLON" (and others)
racing on both! :-)
There are tricky things they did with 2 player/4 player mode if you
ever have display problems, it has a lot of adjustables....
A little care when you put it together and work on it, and you should
have a lot of fun with it!
Possible spoilers (for a 4 year old game!?!) follows
BIGGEST HINT - don't loose the ball from the left outline. Raise the right
flipper, sometimes give it a hit, but your attention REALLY has to elsewhere
(or you have to be playing another game at the same time), if you can't save
a left drain. Also, watch when balls get stacked up in the outhole, OFTEN
they will fire back into play on the outhole kick.
It almost goes without saying - you want to FAST LINE the "never endin
bike suckin swamp"
On bottom level "save it shot" (the U turn), hit the lower button to light
the side you're trying for, it's probably the fastest way to a free ball.
Oh, with free balls, it IS only 1 ball, not a free heat (of 3 balls).
BUT it still shouldn't serve the free ball 'till all 3 in play drain.
_bill
--------- Start special test
/
--------* Adoe...@bk2000.bb.dec.com
> This seems to be an either you like it or you hate it game. I agree
> with Jerry (no surpise there) it's "clunky". To me, it's the flippers.
> They feel slow and heavy, but powerfull. I don't really consider it
Thasnks very much for the detailed reply!
OK -- the flippers maybe did seem a little sluggish -- I thought it was
just me and my slow reflexes playing a very fast game with short shots.
But since I'd been cracking replays on BIG GUNS a few minutes earlier,
maybe it really is the flippers' fault.
Do you think that's an endemic Bally problem, or might cleaning up the
flippers help? SInce you own a BW100 and have presumably tried that,
I guess I already know the answer.
> pinball, but that's not bad. On the plus side, with no bumpers and
PHAROAH has no bumpers either (sheesh, where would they put one?).
Wonder how many bumperless pins there are?
> you'll either love it or hate it - Michael, you might like the tilt warning
> as you appear to be into sound.
So I am indeed the "Michael" referred to last week --OK, but I go by "Mike"
unless my mother is really ticked, which at my age is kind of irrelevant :-)
Yes I'm into sounds -- even my 1934 DROP KICK has an 8" gong in it!
> First off, I believe the 4th ball is just a
> place holder; you should never see it in play. I would disagree, there is
> no "honest" multiball on it. The saucers HOLD, but will not put another
> ball into play. So, (in no particular order) trouble point one is upper
OK. I could've sworn that it put up another ball after I locked one
and hit a few lit-up targets, and it also put thte locked ball back
out into play.
> is stress on the optics board. It's a wierd set up. the first ball in the
> trough seems to have no sensor. The next is ball trough 1, through the
You weren't kidding about optic switches, after all.
Hmmm, cost-reduction strikes again on 3 sensors for 4 balls.
> got bent. Apparently, when raising or lowering the playfield, the outhole
> is a good place to grab(not), or if you manage to set it on the palm bar, it can
> really go out of whack. Anyway, outhole switch has to be perfect, also.
Thanks for warning. It bugs me how some pins have really delicate stuff
right where you want to lift, or right where the prop-bar goes.
> it, if you did dirt, you'll probably really like it. I never though of
> it as theme companion to BANZAI RUN before, but there's "DILLON" (and others)
> racing on both! :-)
Hmmmm...are there any other knobby-tires theme games (BMX doesn't count :-)
I'd say BW100 is a lot more "dirty" with its side-slopes, than B.RUN
with its plain old ramps (heck, I can drive a *car* on ramps, with
a police escort to boot :-) Anyway, wasn't B.RUN originally conceived
as a Golf or Demolition (of buildings) game, then converted to
dirtbike racing near the end?
> ever have display problems, it has a lot of adjustables....
Hope it uses the alphamerics to help you thru the adustments like HH SPEED.
Again, thanks for all the tech & play info. Maybe I'll find out why
it wasn't popular -- I figured it was 'cuz you either ride dirt bikes
or you hate 'em! Only my dirt experience keeps me from hating jet skis
as much as every other windsurfer...hate that noise! --mike k
(Call me "Mike K" for reference -- thanks).
<<<< Stuff about Blackwater 100 deleted >>>>
>I did think the captive ball saucers were innovative in that they rev up,
>while halfway kicking the ball out and then release it when the engine gets
>going. Other then that...
This "revving" (which I thought was cool too) was removed early
on in production. It seems that Bally was receiving a _lot_
of complaints about their defective saucer kickers.
--
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Email: chinet!la...@clout.uchicago.edu